GGST/Ramlethal Valentine/Frame Data

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Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup Number of frames for this move to reach its first active frame (includes the first active frame).
active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
recovery Number of frames this move is in a recovery state before returning to neutral.
onBlock After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else.

onHit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

riscGain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until landing+19 Until landing+5
Lv.1 12 14 15 11 Until landing+19 Until landing+5
Lv.2 13 16 17 13 Until landing+19 Until landing+5
Lv.3 14 19 20 16 Until landing+19 Until landing+5
Lv.4 15 21 22 18 Until landing+19 Until landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Ramlethal Valentine 16 1 4 Light 20/1~5 strike invuln/1~15 airborne 32.0
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
38 404.7 48 656.5 3 3 25/19 12 18 6

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 22 All 5 4 8 -2 1 0 Small 80% 500 1500
5K 30 All 7 3 11 -2 1 1 Small 90% 1000 1000
c.S 40 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 32 [25] All 11 6 21 -10 [-13] -7 [-10] 3 [2] Mid 90% 2000 [1500] 1000
5H 42 [33] All 12 3 28 -12 [-13] -9 [-11] 4 [3] Large 90% 2500 [2000] 1000
2P 22 All 6 4 9 -3 0 0 Small 80% 500 1500
2K 26 Low 6 5 9 -2 1 1 Small 70% 1000 1000
2S 38 [30] Low 10 4 18 -5 [-8] -2 [-5] 3 [2] Mid 90% 2000 [1500] 1000
2H 46 [36] All 14 9 25 -15 [-17] KD 4 [3] Large 90% 2500 [2000] 1000
j.P 20 High 5 4 8 0 Small 80% 500 1000
j.K 22 High 7 4 13 1 Small 80% 1000 1000
j.S 30 [24] High 12 4 24 2 [1] Mid 80% 1500 [1000] 1000
j.H 40 [32] High 19 6 31 2 [1] Mid 80% 1500 [1000] 1000
j.D 16×3 High 10 2, 2, 2 1 Mid 80% 225×3 1000 (Once)
6P 30 All 9 5 18 -9 -6 2 Mid 1-3 Upper Body
4-13 Above Knees
80% 1500 1000
6H 50 [40] All 18 2 33 -16 [-18] KD [-15] 4 [3] Large 90% 2500 [2000] 1000
2D 36 Low 10 6 19 -8 KD 3 Large 90% 2000 1000
5D 45 High 20 2 27 -15 0 2 Mid 80% 1125 3000
5[D] 56 High 28 2 27 -10 KD 4 Mid 100% 1875 1500

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236S S Bajoneto 25, 30 All 20 Until Wall (34) 15 Total 37 +9 22~40 2 Very Small 80% 500 2000
236H H Bajoneto 25, 30 All 20 Until Wall (34) 15 Total 43 +3 KD 2 Very Small 80% 500 2000
623P Dauro 35 All 11 3 27 -10 +5 4 Mid 90% 2500 2000
214K Sildo Detruo 40 All 30 2 13 +2 +6 3 Mid 80% 2000 1000
j.214K Air Sildo Detruo 40 All 30 Until Landing -3~+3 +3~+6 3 Mid 80% 2000 1000
214H Sabrubato 100 [75] {50} All 19 4 42 -27 [-27] {-32} KD 4 [4] {2} Large 90% 2500 [2500] [1500] 2000
214P Erarlumo (1) 20 All 16 7 12 -5 +10 2 Mid 90% 1500 1000
214P 214P Erarlumo (2) 25 [40] All 9 4 25 -12 [-10] -9 [KD] 3 [4] Mid 90% 1500 [2000] 1000
214P 214P 214P Erarlumo (3) 30 [60] All 11 6 38 -25 KD 4 Large 90% 2500 1000
j.214S Agressa Ordono 30,30 [24,24] All 12 4(10)4 24 KD 3 Very Small 90% 1000×2 [700×2] 1000 (Once)

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
632146H Calvados 1×29, 127 All (Guard Crush) 11+13 +16 KD 1 Small 100% 100×30 1000 (Once)
236236S Mortobato 160 [130] {100} All 7+2 6 51 -38 [-38] {-43} KD 4 [4] {2} Mid 1~14 All 100% 2500 {1500} 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +55 50% 2500
Air Throw 80 Air Throw 2 3 Until L+10 50% 2500
Dash Cancel Total 26

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Ramlethal Valentine 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
2PGGST Ramlethal Valentine 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
5P, 2P, 6P - - 6H - Special, Super
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
- - - - - Special, Super
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
6P - - 6H 5D, 2D Special, Super
c.SGGST Ramlethal Valentine cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
- - - 5H, 2H - Special, Super
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
- - - 5H, 2H - Special, Super
5HGGST Ramlethal Valentine 5H.pngGuard:
All
Startup:
12
Recovery:
28
Advantage:
-12 [-13]
- - - - - Special, Super
2HGGST Ramlethal Valentine 2H.pngGuard:
All
Startup:
14
Recovery:
25
Advantage:
-15 [-17]
- - - - - Special, Super
6HGGST Ramlethal Valentine 6H.pngGuard:
All
Startup:
18
Recovery:
33
Advantage:
-16 [-18]
- - - - - Special, Super
5DGGST Ramlethal Valentine 5D.pngGuard:
High
Startup:
20
Recovery:
27
Advantage:
-15
- - - - - -
2DGGST Ramlethal Valentine 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Ramlethal Valentine jP.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
j.P - - - - Special
j.KGGST Ramlethal Valentine jK.pngGuard:
High
Startup:
7
Recovery:
13
Advantage:
- - - - j.D Jump, Forward Air Dash, Special
j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
- - - j.H j.D Jump, Forward Air Dash, Special
j.HGGST Ramlethal Valentine jH.pngGuard:
High
Startup:
19
Recovery:
31
Advantage:
- - - - j.D Jump, Forward Air Dash, Special
j.DNo results - - - - - Jump, Dash, Special
X = X is available on hit or block

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